public void LoadPlayers() { players = new List<Player>(); for (int i = 0; i < noPlayers; i++) { playerBody = new Animation(); playerHead = new Animation(); playerArm = new Animation(); playerRunning = new Animation(); playerJump = new Animation(); playerWalking = new Animation(); playerCrouch = new Animation(); weaponAnimation = new Animation(); bulletAnimation = new Animation(); playerBody.LoadTexture(playerBodyTex); playerRunning.LoadTexture(playerRunningTex); playerHead.LoadTexture(playerHeadTex); playerArm.LoadTexture(playerArmTex); playerJump.LoadTexture(playerJumpTex); playerCrouch.LoadTexture(playerCrouchTex); playerWalking.LoadTexture(playerWalkingTex); weaponAnimation.LoadTexture(weaponTex); Weapon weapon = new Weapon(); weapon.Initialize(weaponAnimation, bulletTex, new Vector2(0, 0), new Vector2(10, 0), new Vector2(6, 14), 0, true, 1f, TimeSpan.FromSeconds(0.3), 10, (PlayerIndex)i); Player player = new Player(); player.Initialize(healthTexture,playerBody, playerRunning, playerWalking, playerCrouch, playerJump, playerHead, playerArm, new Vector2(random.Next(1920), random.Next(1080)), graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, new Vector2(0, 40f), 200, new Vector2(0, 15), (PlayerIndex)i, 0, hatTexs[playerHatNums[i]], hatPos[playerHatNums[i]]); player.activeWeapon = weapon; players.Add(player); } }
public static void RespawnPlayer(int playerNum) { int score = players[playerNum].score; playerBody = new Animation(); playerHead = new Animation(); playerArm = new Animation(); playerRunning = new Animation(); playerJump = new Animation(); playerWalking = new Animation(); playerCrouch = new Animation(); weaponAnimation = new Animation(); bulletAnimation = new Animation(); playerBody.LoadTexture(playerBodyTex); playerRunning.LoadTexture(playerRunningTex); playerHead.LoadTexture(playerHeadTex); playerArm.LoadTexture(playerArmTex); playerJump.LoadTexture(playerJumpTex); playerCrouch.LoadTexture(playerCrouchTex); playerWalking.LoadTexture(playerWalkingTex); weaponAnimation.LoadTexture(weaponTex); Weapon weapon = new Weapon(); weapon.Initialize(weaponAnimation, bulletTex, new Vector2(0, 0), new Vector2(10, 0), new Vector2(6, 14), 0, true, 1f, TimeSpan.FromSeconds(0.3), 10, (PlayerIndex)playerNum); players[playerNum] = new Player(); players[playerNum].Initialize(healthTexture, playerBody, playerRunning, playerWalking, playerCrouch, playerJump, playerHead, playerArm, new Vector2(random.Next(1920), random.Next(1080)), graphics.GraphicsDevice.Viewport.Width, graphics.GraphicsDevice.Viewport.Height, new Vector2(0, 40f), 200, new Vector2(0, 15), (PlayerIndex)playerNum, score, hatTexs[playerHatNums[playerNum]], hatPos[playerHatNums[playerNum]]); players[playerNum].activeWeapon = weapon; }